D C Am
Maa gische Hand oh oh oh
Can: manipulate object, open door, stow/retrieve item from open container, pour the contents out of a vial
Cannot: attack, activate magic items, carry more than 10 pounds
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Phrase von der Liste
WIS Save, 1d4 psychic damage + effect
Target: 1 creature you can see in range that can hear you
Failed Save: 1d4 psychic damage + disadvantage on next attack roll (before end of its next turn)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Am Bm7 Cadd9 B7
Gib dich mir hin, sei mir wohl gesinnt
WIS Save, effect: charmed
Target: 1 humanoid you can see in range (advantage if we fight it)
Failed Save: charmed, regards you as friendly (ends if we harm it)
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: +1 creature for each slot lvl, (must be within 30 feet of each other)
Am Dsus4 G Am
Fremdes Antlitz, Schleier fein, Lass mich nicht der Gleiche sein.
Can: 1 foot shorter/taller, thin/fat, same limbs
Cannot: physical inspection
No full text, short version:
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Lasts until the spell ends or until you use your action to dismiss it.
Em Em G A
Schattenformen, Lichtgestalt, Stille Bilder wie gemalt
Can: object, creature, other visible phenomenon (15-foot cube), move naturally with action
Cannot: sound, smell, sensory effects
No full text, short version:
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Command Wort (z.B. siehe unten)
WIS Save, effect: follow command
Target: 1 creature (no undead) you can see in range, must understand language
Failed Save: follow the command (on next turn) if not directly harmful
No full text, short version:
Herkommen!: moves directly toward you.
Fallenlassen!: drops whatever it is holding, ends turn.
Flieh!: moves away from you by the fastest available means.
Kriechen!: falls prone, ends turn.
Stillstehen!: doesn't move, takes no actions.
At Higher Levels: +1 creature for each slot lvl, (must be within 30 feet of each other)
Am C D
Richtet euren Blick auf mich allein
WIS Save (advantage if we fight)
Targets: creatures you can see in range that can hear you and can be charmed
Failed save: disadvantage on perception checks to perceive others
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. The creature must be able to be charmed and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Em D C
Erst die rechte, dann die linke, beide machen winke winke
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.
F G A (powerchords)
Sonst zaehlt die Technik, doch jetzt die Groesse
CON save, effect: grow larger/smaller
Target: 1 creature/object you can see in range
Failed save / willing: Enlarge or Reduce
Enlarge: size doubles in all dimensions, weight x8, a size category larger, advantage on STR checks and saves, +1d4 damage on weapon attacks
Reduce: opposites (damage not below 1)
If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Em C A
Was ist noch besser als einer von mir? Es sind 4
Three illusory duplicates of yourself appear in your space
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
3 duplicates: 1-5 hit me
2 duplicates: 1-7 hit me
1 duplicate: 1-10 hit me
Duplicate's AC: 10 + your DEX modifier
If an attack hits a duplicate, the duplicate is destroyed. It ignores other damage and effects. You can use your action to dismiss the duplicates.Other senses like blindsight, truesight etc see through the illusions.
Can: image of object (5-foot cube) or sound (volume: whisper to scream)
Cannot: more than one effect
No full text, short version:
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes faint to the creature.
Targets: 3 creatures within range
Buff: add one extra d4 on all attack rolls and saving throws
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.